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Board Game:
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Ken Thibodeau
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Files
Aug 21, 2010
SOLO COMBAT COMMANDER SYSTEM V1.2.pdf (42 KB) (Log in or Register to download.)
Updated/reworded a few rules for clarity, based on users' feedback. Keep'em coming!

- Added a sentence to help put this system in the right context for the user
- Reworded more precisely how to refill hand
- Added a rule for discarding, reflecting more accurately the amount of turns used to discard in a regular game
Downloads:1786
Aug 12, 2010
SOLO COMBAT COMMANDER SYSTEM.pdf (39 KB) (Log in or Register to download.)
A detailed system to play Combat Commander. It explains the few rules modifications necessary to enjoy a satisfying game when no one can be found.
Downloads:185
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Phil Sauer
United States
Willow Street
Pennsylvania
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Thank you for posting this.
 
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  • Posted Fri Aug 20, 2010 6:18 pm
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Pablo Merighi
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Thanks, I'll read it, try it and then send some comments.
Best regards
 
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  • Posted Sat Aug 21, 2010 4:12 am
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P R
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Thanks ! I tried it yesterday with Scenario 7 from CC:E (Axis : Attacker, Allies : Defender) and worked through it pretty well. The Allies have only 1 order in this scenario so it helps keep the flow of the game. I did not reshuffled the cards into the draw pile, though. IMHO, it tends to slow down. Anyway, I'll give another try soon. Thanks again.
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  • Posted Thu Nov 11, 2010 9:18 am
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Ken Thibodeau
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ruestchm wrote:
Thanks ! I tried it yesterday with Scenario 7 from CC:E (Axis : Attacker, Allies : Defender) and worked through it pretty well. The Allies have only 1 order in this scenario so it helps keep the flow of the game. I did not reshuffled the cards into the draw pile, though. IMHO, it tends to slow down. Anyway, I'll give another try soon. Thanks again.


It's true it adds some shuffling, but it was meant to create fog of war, which is what lacks in most solo card-driven game, where you play both sides the best you can. By shuffling each time, you never know what the other side has in hand, at the expense of slowing down the game a bit.

I'm glad you enjoyed it and please let me know how it goes for your next sessions!
 
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  • Posted Thu Nov 11, 2010 10:46 am
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Pablo García
Spain

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Thank you for this wonderful variant.
I've tried it and it works fine. I've post on my blog how it works in spanish. I mention it's your work and I've linked it to this thread.

I hope you are ok with that.

http://puntodevictoria.wordpress.com/2011/01/25/combat-comma...
 
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  • Edited Tue Jan 25, 2011 6:16 pm
  • Posted Tue Jan 25, 2011 6:11 pm
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Ken Thibodeau
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raiknold wrote:
Thank you for this wonderful variant.
I've tried it and it works fine. I've post on my blog how it works in spanish. I mention it's your work and I've linked it to this thread.

I hope you are ok with that.

http://puntodevictoria.wordpress.com/2011/01/25/combat-comma...


I'm glad you enjoyed. No problem for the reference. Any comment/improvement suggestions are welcome
 
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  • Posted Tue Jan 25, 2011 6:30 pm
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Pablo García
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Ok, Here we go my poor english and me hehe:

The first issue that I've noticed is that it isn't necesary to refill the hand every time you reveal it. For example: If you're playing the final order of the active side and you do Op-fire with the inactive side you may do not the refill because it will be your new side just now. I think your rule is pretty clear and something like this may create some confusion but when you're already playing it makes sense.

Also I have noticed that discard some cards and conserve other ones doesn't make sense because you're gonna reshuffle your hand and refill it. When I play this game like defender I like to save Fire cards to do Op-fire. What I mean is that the discard limit of the diferent nations doesn't apply because you always are going to renew your whole hand. Ok, I can handle it and I think there isn't other better solution but It introduces some luck and pulls off some strategy.

Now some questions:

I can't understand limitation of the initiative card. Why are you going to use only to make time? I think it's too powerfull to waste it with something like this, also if you are defender. If you mean to use it with the both sides again and again despite it has no sense I think it's simply cheating.

What about the cards having C.confusion Order and an interesant action? Do you have to preserve it when you refill? or reshuffle it too?

Thank you!
 
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  • Edited Tue Jan 25, 2011 8:04 pm
  • Posted Tue Jan 25, 2011 8:03 pm
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Ken Thibodeau
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raiknold wrote:
Ok, Here we go my poor english and me hehe:

The first issue that I've noticed is that it isn't necesary to refill the hand every time you reveal it. For example: If you're playing the final order of the active side and you do Op-fire with the inactive side you may do not the refill because it will be your new side just now. I think your rule is pretty clear and something like this may create some confusion but when you're already playing it makes sense.


In this specific case, you are right, no need to refill

raiknold wrote:
Also I have noticed that discard some cards and conserve other ones doesn't make sense because you're gonna reshuffle your hand and refill it. When I play this game like defender I like to save Fire cards to do Op-fire. What I mean is that the discard limit of the diferent nations doesn't apply because you always are going to renew your whole hand. Ok, I can handle it and I think there isn't other better solution but It introduces some luck and pulls off some strategy.


Not exactly. If you have dud cards in your hand (Command confusion + Artillery if no radio in play), when instructed to shuffle your hand, you keep them and you only reshuffle the other cards in hand. In this way, the only way you can get rid of useless cards is by spending a turn to discard them.

raiknold wrote:
Now some questions:

I can't understand limitation of the initiative card. Why are you going to use only to make time? I think it's too powerfull to waste it with something like this, also if you are defender. If you mean to use it with the both sides again and again despite it has no sense I think it's simply cheating.


I don't understand what you mean by cheating. Like I said, this limitation was just a variant I tried, but you are free to use it as in a regular game, to the best of both sides' situations

raiknold wrote:
What about the cards having C.confusion Order and an interesant action? Do you have to preserve it when you refill? or reshuffle it too?


I reshuffle them. I understand that in a real game, you may want to keep a C.Confusion for the action, but since I wanted to simulate a maximum of fog of war (I don't want to know what the other hand has: orders, actions...), it involved sacrificing some tactical possibilities. Feel free to try it the other way and let me know how it goes. I'm really curious because this was an issue I had to settle before posting my file.

Thanks for your interest and keep me informed on your experience with this system. Feedback is the fuel of improvement
 
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  • Posted Wed Jan 26, 2011 12:58 pm
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Pablo García
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I'm ok with firts two quotes

Quote:
I don't understand what you mean by cheating. Like I said, this limitation was just a variant I tried, but you are free to use it as in a regular game, to the best of both sides' situations


Maybe my limited english is the problem here hehe. I mean: Why are you gonna use the Iniciative card with both sides repeatedly? At some point it should be more useful keeping it for one side. If the defending side uses it to force more rolls, the attacking side should conserve it. If you use it again as the attacking player I think you aren't playing honestly.

I hope you can understand what I mean.

Quote:
I reshuffle them. I understand that in a real game, you may want to keep a C.Confusion for the action, but since I wanted to simulate a maximum of fog of war (I don't want to know what the other hand has: orders, actions...), it involved sacrificing some tactical possibilities. Feel free to try it the other way and let me know how it goes. I'm really curious because this was an issue I had to settle before posting my file.


I'm ok with that. Some cards includes Command Confusion orders and some useful defender actions like Hidden wires so I think it's better idea to reshuffle them when you are refilling your hand. In any case I'm going to try it in both ways.

Thanks!
 
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  • Edited Wed Jan 26, 2011 6:10 pm
  • Posted Wed Jan 26, 2011 6:07 pm
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Ken Thibodeau
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raiknold wrote:

Quote:
I don't understand what you mean by cheating. Like I said, this limitation was just a variant I tried, but you are free to use it as in a regular game, to the best of both sides' situations


Maybe my limited english is the problem here hehe. I mean: Why are you gonna use the Iniciative card with both sides repeatedly? At some point it should be more usefull keep it for one side. If the defending side uses it to force more rolls, the attacking side should conserve it. If you use it again as the attacking player I think you aren't playing honestly.

I hope you can understand what I mean.


Ok I got it now. Actually when you think one side should use the initiative card (if you were playing that side) then use it and send it to the other side. Then, after the reroll, reassess the situation from the perspective of the side now holding the card: would you send it back again in a real game? If yes, do so. Repeat this process until necessary. So, basically, you alternate by playing the side that owns the card and asking yourself if you would use the card now. So no cheating is involved: you can't force a side to use it since you don't play "a" side. Is it clearer now?
 
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  • Posted Wed Jan 26, 2011 6:16 pm
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Pablo García
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It's very clear now. It is what I meant: put yourself on each side and decide what is the best option.

 
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  • Posted Wed Jan 26, 2011 6:44 pm
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Nick Wells
United Kingdom

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Hey - many thanks for this. I've played CC loads now in all its iterations and its easily up there in my top 5 (I love Up Front and ASL, so what's not to like?!!!). Thought I'd have a go at playing solo so did a quick browse and up you came. Started playing a few hours ago - and I think you've got it absolutely spot on.

The game flows well - as well as when playing ftf. The fog of war's there of course. The deck handling (i.e. all unused cards shuffled back in etc.) works like a charm - opportunity fire/defensive actions ditto. OK - on some other threads mention has been made that the lack of 'deck-building' is an almost fatal drawback in any blind game of CC.

I beg to differ though - while building up that stash of Ambush cards (plus requisite Advance order) is pretty useful at times, in a solo game fog of war is much more important and any system that can recreate it effectively is a success.

The long and the short of it is this (fairly experienced) CC player highly recommends this solo system.......it works and perhaps more importantly, its fun!!

Cheers mate.
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  • Posted Mon Nov 28, 2011 7:16 pm
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Ken Thibodeau
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Great news! I'm happy you find it enjoyable in times of loneliness
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  • Posted Mon Nov 28, 2011 9:06 pm
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Mark Buetow
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Du Quoin
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Just curious if you have a solo system for playing with two players?
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  • Posted Mon Nov 28, 2011 9:13 pm
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Ron Lacock
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Is this file still here? I can see it but can't download it for some reason.

Thanks!
 
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  • Posted Mon Dec 19, 2011 8:00 pm
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Ken Thibodeau
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yes it is.. or else, send me a geekmail with your email and I'll send it
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  • Posted Mon Dec 19, 2011 8:30 pm
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Doug Cooley
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Thank you so much, Ken, for a very clever little system. The thing that makes this work is the hand refill rule, where you shuffle the *useful* cards back into the deck before drawing back up. Adds to wear and tear (so good to sleeve the cards), but very clever.

My local group is playing the entire ETO suite of scenarios as published by GMT Games at the start of 2012 in chronological order, so for those of us who have trouble finding time to meet with others this will help move things along.

If I come up with any suggestions I will pass them along.

Doug
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  • Posted Tue Jan 10, 2012 3:20 am
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Ken Thibodeau
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dcooley wrote:

If I come up with any suggestions I will pass them along.


please do.
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  • Posted Tue Jan 10, 2012 10:34 am
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